Nvidia's drivers for all of their modern video cards are not open source.
Because of this many distributions do not include them. If your Nvidia card is
running slowly this is probably the cause and you should visit
http://www.nvidia.com to download the Linux installer. In the author's
experience these drivers are great, but not all versions work 100% with all
cards and kernels. If you have a misbehaving Nvidia video card, try a different
driver.

XOrg AGP Issues

With Nvidia's proprietry drivers installed, Linux can use either AGPGART
or Nvidia's AGP drivers for AGP access. This option is set by "NvAGP" in your
/etc/X11/xorg.conf file.

From Nvidia's README:

Option "NvAGP" "integer"
Configure AGP support. Integer argument can be one of:
Value Behavior
-------------- ---------------------------------------------------
0 disable AGP
1 use NVIDIA's internal AGP support, if possible
2 use AGPGART, if possible
3 use any AGP support (try AGPGART, then NVIDIA's
Please note that NVIDIA's internal AGP support cannot work if AGPGART is
either statically compiled into your kernel or is built as a module and
loaded into your kernel.

In the author's experience, Nvidia's AGP is necessary in order to get the linux kernel's suspend to ram working properly, and is also slightly faster.
Users with kernels with built-in AGPGART need to add agp=off to their boot
loader in order to use the NvAGP driver.

Tweaks

These tweaks are for users with a GeForce video card (or better) and Nvidia's
proprietary drivers. They are accessed using the bash command export
{variable}={value} and then starting the Quake engine from the same
command line. Alternatively, recent drivers have a nvidia-settings
command which starts up a user-friendly control panel.

Full details of these tweaks are in the Nvidia README, normally installed at "/usr/share/doc/NVIDIA_GLX-1.0/README.txt"

While new versions of XFree and XOrg have great support for Voodoo 3, 4 and 5,
early 3Dfx hardware such as Voodoo1, Voodoo2 and Rush are no longer hardware
accelerated. To get OpenGL working for these cards, you'll need to download,
install and/or compile the software libraries called Glide and Mesa, though this is
not trivial. The author does have precompiled libGL for the Voodoo2,
and his
patched TyrQuake includes proper 3Dfx brightness control.
Here is a README for old 3Dfx cards.

QuDos has recently ported several
engines to Linux and
has recently started work on FreeBSD compatibility. His great
Quake II project is
also now BSD friendly.

For basic GLQuake support, you can find a hacked FreeBSD binary and source
tarball
here.

QuakeForge is a comprehensive Quake project,
but may have installation issues with newer FreeBSD releases. The memory
allocator routine "alloca" is not correctly detected on FreeBSD 5.3. The fix
is, after running "configure", to add "#define C_ALLOCA 1" to
"include/config.h" and undefine other ALLOCA variables. Another issue is the
opening of plugins. If the project builds, but you can't get the console or
menus, you may have to enable static plugins using configure
LDFLAGS=-lpthread --with-static-plugins.

QNX is a commercial real-time operating system, probably most notable
to hobbyists as being a successful microkernel OS.
SDL Quake-1.0.9
compiles and runs on QNX-NC-6.2.1 after running configure --host=QNX
and then making these changes:

The game variable "r_wateralpha" allows for water transparency - but most maps
don't have the necessary "vis" information. There are two ways to get this.
After setting r_wateralpha < 1.0, issuing the
console command r_novis 1 enables the game to calculate it's own vis
information at the penalty of cpu cycles. Alternatively, vispatch is a utility
that patches your Quake/QuakeWorld levels to support transparent water.

To do this you'll need the vispatch utility, as well as the
vispatch data files
for the game you are patching.

Quake's in-game console is a great feature and has been adopted by many
other games. Now you can also use the 'tilda' key to access X terminal windows.
Both
Yakuake and
Tilda are projects inspired by this
idea.

Unfortunately neither are easy to install from source. Yakuake is a KDE
application and needs the KDE development packages, and compiling Tilda is more
complicated. It requires a couple of unusual libraries, and gave this author
compilation errors, so perhaps looking for a RPM package is a better choice.
The author can recommend Yakuake as a very handy X terminal.

Quake Wikipedia -
"Quake and its three follow up games, Quake II,Quake III Arena
and Quake 4 (which many do not regard as true sequels), have sold over
4 million copies combined. In 2005, a version of Quake was produced
for mobile phones."

Moby Games
(by Pathogen)
"... Quake was the first FPS to introduce realistic lighting and
shadows. Of course, this came at a price. Quake has taken a lot of
flak because it's all dull brown and grey. This was necessary because
it was the only way to get the lighting to work properly. Since each
surface needs a wide variety of reserved colors for displaying
darkened/brightened portions of the surface, the game was limited to
just a few colors and all their respective shades."
(by Ashley Pomeroy)
"Almost incidentally, Quake introduced the now-standard concept of a FPS
'console', and popularised 'mouselook' as *the* absolute standard
control interface. Although the specifications required a Pentium,
Quake ran acceptably well on a 486 DX4/100"

Happy Penguin Q3 Forum -
As for [Q3] open source.....earliest date seems to be second half 2005. The
reason? They are still selling the code, over 5 years later to game devs.
Either they are stupid devs, or the Q3 code still offers something....I'm
inclined believe the latter.

Slashdot Tenebrae Forum -

... this ... now officially labels this guy as a badass graphics programmer. I can hear it now:
MR. BURNS: "I need a programmer! Get John Carmack on the line!"
SMITHERS: "He's unavailable sir."
MR. BURNS: "Then get me his non-union Belgian equivalent!"

Application Program Interface. The computer libraries
which are used when programming, and link the game to the hardware.

Bot

A computer generated player with artificial intelligence (cough), in
a multiplayer game. Used to play multiplayer when no-one's around or not
connected to a network.

Client

This word is used in two subtly different ways. In single player,
the Quake game is known as a client, with different clients using their own
graphics libraries (for example, the GL client "quake.glx" or the X11 client
"quake.x11"). The usage is similar in multiplayer games, but also means the
per-user program which connects to a single "server" program which lets all
the players exist in the same world.

FPS

First Person Shooter. A shooting game viewed from the "first person" perspective.

Mod

Modification to the original Quake game - varying from a complete game
overhaul (total conversion) to simple map/model reworks. Quake was designed to
allow for ease of platform portability with it's own computer language "Quake
C" giving mappers control over most every aspect of their Quake world.

Noob

Newbie. Someone new to a computer related topic.

Patch

A software patch (or diff) is a single file used to alter
a source code tree before compilation. It is often used to fix bugs or
add new features that the original author didn't include.

Usage of the GNU patch utility is of the form patch [--dry-run] -pNUM
<FILE where NUM is the number (usually 0 or 1) of directories to
strip from the patch file. This number is not obvious except to unix gurus, but
using the "--dry-run" option will let you test run patch so you can find the
correct NUM. ...Using the wrong number will make patch output all sorts of
cryptic messages which can be terminated with a control-C character.

Of course you could always type man patch and learn for yourself
how to use this powerful unix command. ;-/

A broad term indicating a program is faulty and terminated
abruptly. Depending on the bash shell's ulimit -c setting, a dump of
the program's image (coredump) may be left behind for examination with
the GNU debugger (GDB).

Server

A program central to multiplayer games to which every player connects.

Tarball

An archive file such as somefile.tar created by the
"tar" program. It is often compressed using the programs
"gzip" or "bzip2", in which case it will normally end in the letters
.gz or .bz2. The extension .tar.gz
is often shortened to .tgz.